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Everything posted by Panzerlang
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Is nobody using this one with DCS? I've scoured the net looking for info but have come up empty-handed. It has both eye-tracking and hand-tracking but I cannot find if it supports quadviews, much less if its hand-tracking would work in DCS. Anyone? Lol.
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Listed on the website, "temporarily out of stock". It's been out of stock for months and support says it will be "months more". I suspect the truth is, just as with the wide-FOV lenses, that you have zero intention to provide either in the future. Upcoming Crystal Super purchase? Not a chance in hell.
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After over a year of not getting mine (the wide-FOV) support elected to send me instead a pair of worthless plastic 42PPD lenses.
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Absolute piece of trash. First of all, the supplied cable works only as a USB 2.0 (which seriously reduces the unit's performance). I had to plug it in to one of my own high-quality cables before it would operate at USB 3.0+. The Pimax port can't supply enough power (the unit says). Plus it sees the Pimax port as USB 2.0 unless I use my own cable. I tried connecting it directly to my powered USB hub and to the PC motherboard slots, all USB 3.2. Only my own high quality cable worked. It gets mentally hot. It can't see the back of my left hand due to the tattoo on it ("IR sees tattoos as black"). Apparently I would have to wear a white cotton glove. Lol. Overall it jitters, loses tracking, doesn't like fists or turning the hand on-edge. Conclusion...it's going back for a refund.
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I think the case that can be had with the Ultraleap unit will make attachment doable. I have a UK ring-sizer (a plastic strap thingy), it measures in letters and then numbers for really thick fingers. I can also lay it out and measure to the point with a ruler. Both my forefingers are a bit over 8cm. Can you make them that big?
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- hand tracked cockpit clicking
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Ok, so Ultraleap is just a nice immersion-factor (visible hands), Slugmouse works just as well without it.
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- hand tracked cockpit clicking
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Thanks Slughead. Do I need Ultraleap though? If I use my head in VR to point the cursor, can I not activate the function with your gadget?
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I was looking at Pointctrl and even submitted an order, before discovering on his Discord that he's currently still fulfilling orders from 2022. Lol. So, Slugmouse. The 'problem' there is Pimax, who couldn't organize a piss-up in a brewery, have been "out of stock" for months of their integrated Ultraleap module and I see no reliable way of attaching the native one to a Crystal headset.
- 354 replies
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- hand tracked cockpit clicking
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Given that is IS a game I find adopting the role-playing tactic is fruitful. AKA, I'm a pilot with average eyesight and the Hartmanns have a chance to sneak up on me. C'est la guerre. At least I die (or have to bail) in an aesthetically rewarding virtual environment. Lol. I guess I don't really know the actual range at which I can first see an enemy in my Crystal but if I'm lucky enough to do so, at max range, it still allows me a chance to position myself, even if he spotted me first. Otherwise I'd go play tanks.
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Which is exactly what ED have done, no? A pixel is a pixel, smaller or bigger on any given panel ("external factors"). If we ever get pixels the size of human retina cells I guess the issue will be solved but until then...
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Real pilots didn't have the advantage of playing around with resolution either. They had the eyes they were born with and a good mechanic to keep the canopy clean if they were lucky. A tiny minority had the eyesight of Hartmann (3840x2160), the rest were on average 1080p. Or vice-versa, given how it works in PC-land. Lol. The point being that there was no level playing field for visuals in real life and there isn't one for us gamers either. Assimilate that reality and play around it, like the real guys had to. Personally I'd rather see nothing than a black blob, because the former is more realistic than the latter and I thank ED for it.
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It already does that, it's a function of resolution on pixel size and cannot be solved to everyone's liking. Maybe the big pixel on a low-rez screen could be made very pale but it'd still be a big ugly dot. If it's an e-sport advantage thing, get a crap monitor or VR headset. If it's realism that's wanted, get the highest-rez hardware available and sacrifice the competitive edge to aesthetics. The cake is what it is and ED have done the best that can be done with it. And if you can't work an angle with a warning of 10 miles maybe take up tank-simming instead.
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Crystal here, I have quadviews ticked in the PimaxXR but DFR de-selected in the Pimax panel, worked fine before the big update and since the hotfix.
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Pimax Crystal, Render Quality is set to "Maximum". DCS Pixel Density is set to "1.0" Runtime is Pimax XR. Quadviews. I don't use the tool tray. 13900k 4090 Be aware, the Pimax software is janky. Every now and then I find the image has turned to dogsht and have to jiggle the Render Quality setting to get hi-rez back.
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Confirmed, ED fixed the low-level jerking/stuttering.
Panzerlang replied to Panzerlang's topic in VR Bugs
The Crystal software is dogsht unfortunately. Even with me changing nothing in the panel I'll get low-rez image and I have to jiggle the slider to get the setting to reactivate itself. The pass-through likes to turn itself off too. I can get the stutter back by upping the pixel-density in the DCS system settings. At 2.0 I get low-level jerking/stuttering. At 1.0, with the Crystal Render Quality set to "Maximum", it's smooth. But I had to set the Crystal's Render Quality to 2.0 with the custom setting to stop the image from being low-rez crap. Then back to "Maximum", because it didn't like 2.0. Yeah, nice one Pimax. Software that needs to be repeatedly slapped up the back of the head to make it behave itself. Same Museum Relic mission, some planes did the weird lag/warp again but no crash this time (well, not until a helicopter blew me out of my cockpit). -
I know it's frustrating, that it worked before but doesn't now with the same settings. So every time you get a suggestion to try something new it kind of makes no sense. But there are a bunch of goalposts and different software providers have a liking for shifting them. Which kind of leaves us unfortunate players effectively trying to score goals with blindfolds on and our shoelaces tied together. VRAM seems to be quite a significant factor and I read that cockpit textures set too high can flood it. It's clearly not a rez issue at least. Next suggestion, go through each graphics setting and reduce it to its lowest and test (start with cockpit textures). If one on its lowest doesn't change the stutter, leave it on lowest and set the next one. Work methodically through each one and hope to find a culprit. NB: With my Crystal I don't need to open XR, quad views or companion, once set they run automatically in the background. All I have visibly running is the Pimax software (if that's not open in the taskbar the Crystal is dead).
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Minefield alert. Lol. I've yet to see a single tutorial on this VR resolution stuff, maybe because everyone thinks it's low-tier obvious. Different headsets and runtimes require different solutions obviously. With steamvr and the pimax Crystal with DCS there are THREE resolution settings/systems that conflict and impact. SteamVR has it's own resolution. Crystal has its own. DCS has its own. With openXR only the Crystal and DCS come into play. You have to choose which one you want to operate the rez, though it does no harm to set a secondary LOWER than base. In my case I have the Crystal at max and DCS pixel Density at 1.0 (base). When I was running steamVR I had that at 100% (base) too. I have no idea if one is better than another, just that once stuff is running perfectly I feel no need for further experimentation. Put every rez setting you have to as low as possible and see what happens.
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I see no dots, just a very tiny plane at max distances (exactly how I think such things would appear in real life). Any further and I wouldn't expect to be able to see a real one. In my opinion the viewing experience is pretty much full-real. Pimax Crystal.
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FWIW, 13900k and 4090 with Crystal and quadviews, I had bad jerking and stuttering looking left-right out the cockpit at trees and buildings at low level. The last big update fixed that, though I thought it was sandboxman's fixed API dll that did it. Original dll back in place and still smooth as silk. I have no idea how you can run DCS VR with a 1080ti though.
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For me at least. After the last big update that broke quadviews I used sandboxman's fixed API dll and discovered all the low-level jerks/stutters had gone. My first assumption was the dll had done it but later thought maybe ED had fixed it. I've installed the DCS patch and put the original quadview dll back in and VR is still smooth as silk. Now I can only hope the single-player crashes are fixed too. Last one I was 30 minutes into a mission in the 'Museum Relic' campaign and for the second time the game crashed with "window out of focus" (I had nothing on the desktop). Just prior to the crash I noticed other planes in formation with me started to lag, exactly as one might see in an online session. Fingers crossed.
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No, I'm on a Crystal with Pimax_XR.
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Game Slows down in VR After Respawns on the DCS Dogfighter Server
Panzerlang replied to Casualty's topic in VR Bugs
I also installed that replacement DLL and it totally fixed stuttering of trees/buildings at low level while looking sideways from the cockpit. Or...the update fixed the stuttering and it's just the new DLL has allowed me to actually get the game working and see the ED fix. Either way I'm worried the next patch might lose all the goodness. 4090.